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<body>
    <div class="scroll-indicator">
        <div class="scroll-progress" id="scrollProgress"></div>
    </div>

    <header class="header">
        <div class="container">
            <h1>快速原型渲染器设计方案</h1>
            <p class="subtitle">基于RenderGraph的现代渲染框架设计</p>
        </div>
    </header>

    <nav class="nav">
        <div class="container">
            <ul>
                <li><a href="#overview">项目概述</a></li>
                <li><a href="#architecture">系统架构</a></li>
                <li><a href="#core-classes">核心类设计</a></li>
                <li><a href="#features">关键特性</a></li>
                <li><a href="#api-design">API设计</a></li>
                <li><a href="#lookdev">Look Dev环境</a></li>
                <li><a href="#implementation">实现策略</a></li>
            </ul>
        </div>
    </nav>

    <main class="main">
        <div class="container">
            <!-- 项目概述 -->
            <section id="overview" class="section">
                <h2><i class="fas fa-rocket"></i>项目概述</h2>
                
                <p>基于RenderGraph架构的快速原型渲染器，专为渲染、动画和物理模拟研究设计。结合现代渲染技术的最佳实践，提供直观的开发体验和强大的功能支持。</p>

                <div class="feature-grid">
                    <div class="feature-card">
                        <h4><i class="fas fa-magic"></i>智能资源绑定</h4>
                        <p>自动化着色器资源管理，基于反射信息智能匹配，最小化用户操作，支持版本追踪和增量更新。</p>
                    </div>
                    <div class="feature-card">
                        <h4><i class="fas fa-sync-alt"></i>完整热更新</h4>
                        <p>支持RenderPass和Shader的实时修改和重载，保持场景状态连续，提供回滚机制。</p>
                    </div>
                    <div class="feature-card">
                        <h4><i class="fas fa-layer-group"></i>灵活API抽象</h4>
                        <p>支持DX12/Vulkan，平衡易用性和功能扩展性，提供低层访问和高层抽象。</p>
                    </div>
                    <div class="feature-card">
                        <h4><i class="fas fa-chart-line"></i>专业Look Dev</h4>
                        <p>并排分析工具，集成路径追踪，像素级检查，实时直方图和波形分析。</p>
                    </div>
                </div>

                <div class="highlight-box">
                    <p><strong>设计目标：</strong>创建一个功能完整、易于使用且高度可扩展的快速原型渲染器，它将大大加速渲染、动画和物理模拟的研究和开发过程。</p>
                </div>
            </section>

            <!-- 系统架构 -->
            <section id="architecture" class="section">
                <h2><i class="fas fa-sitemap"></i>系统架构</h2>
                
                <div class="architecture-diagram">
                    <h3>整体架构图</h3>
                    <img src="architecture_diagram.png" alt="系统架构图" style="max-width: 100%; height: auto;"/>
                </div>

                <h3><i class="fas fa-layer-group"></i>分层架构</h3>
                <div class="component-box">
                    <h4>应用层 (Application Layer)</h4>
                    <p>具体渲染pass、着色器系统、场景管理、路径追踪、用户界面</p>
                </div>
                <div class="component-box">
                    <h4>渲染图层 (RenderGraph Layer)</h4>
                    <p>渲染图管理、渲染pass框架、资源缓存、编译器、执行器</p>
                </div>
                <div class="component-box">
                    <h4>图形层 (Graphics Layer)</h4>
                    <p>API抽象、资源管理、渲染管线、调试工具</p>
                </div>
                <div class="component-box">
                    <h4>核心层 (Core Layer)</h4>
                    <p>平台抽象、通用工具、数学库</p>
                </div>

                <h3><i class="fas fa-cogs"></i>核心组件</h3>
                <ul class="feature-list">
                    <li><strong>RenderGraph:</strong> 渲染图管理器，负责构建和维护渲染pass的DAG结构</li>
                    <li><strong>RenderPass:</strong> 渲染pass基类，定义标准化的渲染操作接口</li>
                    <li><strong>ResourceCache:</strong> 资源缓存和管理系统，负责资源的分配和生命周期管理</li>
                    <li><strong>ShaderBinding:</strong> 自动着色器资源绑定系统</li>
                    <li><strong>GraphicsAPI:</strong> 图形API抽象层，支持DX12/Vulkan</li>
                    <li><strong>LookDevRenderer:</strong> 专业的Look Dev环境渲染器</li>
                </ul>
            </section>

            <!-- 核心类设计 -->
            <section id="core-classes" class="section">
                <h2><i class="fas fa-code"></i>核心类设计</h2>
                
                <div class="architecture-diagram">
                    <h3>核心类关系图</h3>
                    <img src="class_diagram.png" alt="类关系图" style="max-width: 100%; height: auto;"/>
                </div>

                <h3><i class="fas fa-sitemap"></i>RenderGraph类</h3>
                <div class="code-block" data-lang="cpp">
class RenderGraph {
public:
    // 创建和管理渲染pass
    template<typename passtype,="" typename...="" args="">
    PassType* AddPass(const std::string&amp; name, Args&amp;&amp;... args);
    
    // 连接管理 - 支持自动类型推导
    void Connect(const std::string&amp; fromPass, const std::string&amp; fromOutput,
                const std::string&amp; toPass, const std::string&amp; toInput);
    
    // 自动连接相似名称的资源
    void AutoConnect();
    
    // 编译和执行
    void Compile();
    void Execute(RenderContext* context);
    
    // 热更新支持
    void EnableHotReload();
    void ReloadModifiedPasses();
    
private:
    std::unordered_map<std::string, std::unique_ptr<renderpass="">&gt; mPasses;
    std::vector<rendergraphedge> mEdges;
    std::unique_ptr<resourcecache> mResourceCache;
    std::unique_ptr<rendergraphcompiler> mCompiler;
    std::unique_ptr<rendergraphexecutor> mExecutor;
};</rendergraphexecutor></rendergraphcompiler></resourcecache></rendergraphedge></std::string,></typename></div>

                <h3><i class="fas fa-cogs"></i>RenderPass基类</h3>
                <div class="code-block" data-lang="cpp">
class RenderPass {
public:
    virtual ~RenderPass() = default;
    
    // 资源反射 - 声明输入输出需求
    virtual RenderPassReflection Reflect() const = 0;
    
    // 编译阶段 - 资源准备
    virtual void Compile(RenderContext* context, const CompileData&amp; data) {}
    
    // 执行渲染
    virtual void Execute(RenderContext* context, const RenderData&amp; data) = 0;
    
    // UI渲染
    virtual void RenderUI() {}
    
    // 属性管理
    virtual void SetProperties(const Properties&amp; props) {}
    virtual Properties GetProperties() const { return {}; }
    
    // 序列化支持
    virtual void Serialize(Json&amp; json) const {}
    virtual void Deserialize(const Json&amp; json) {}
    
protected:
    std::string mName;
    bool mEnabled = true;
};</div>

                <h3><i class="fas fa-database"></i>ShaderBinding系统</h3>
                <div class="code-block" data-lang="cpp">
class ShaderBinding {
public:
    // 自动绑定资源到着色器
    template<typename t="">
    void Bind(const std::string&amp; name, const T&amp; resource);
    
    // 批量绑定
    void BindResources(const RenderData&amp; data);
    
    // 更新绑定
    void UpdateBindings();
    
    // 获取绑定状态
    bool IsBound(const std::string&amp; name) const;
    
private:
    // 反射信息缓存
    std::unordered_map<std::string, shaderreflectioninfo=""> mReflectionCache;
    
    // 绑定状态跟踪
    struct BindingState {
        bool isBound = false;
        uint32_t version = 0;
        ResourceHandle handle;
    };
    std::unordered_map<std::string, bindingstate=""> mBindings;
};</std::string,></std::string,></typename></div>
            </section>

            <!-- 关键特性 -->
            <section id="features" class="section">
                <h2><i class="fas fa-star"></i>关键特性</h2>

                <h3><i class="fas fa-magic"></i>智能Shader资源绑定</h3>
                
                <div class="architecture-diagram">
                    <h4>自动绑定流程</h4>
                    <img src="binding_flow.png" alt="绑定流程图" style="max-width: 100%; height: auto;"/>
                </div>

                <div class="highlight-box">
                    <p><strong>自动绑定流程：</strong></p>
                    <ul class="feature-list">
                        <li>着色器编译时生成反射信息</li>
                        <li>RenderPass声明资源需求</li>
                        <li>ShaderBinding自动匹配资源名称</li>
                        <li>运行时自动更新绑定状态</li>
                        <li>支持资源版本追踪</li>
                    </ul>
                </div>

                <h3><i class="fas fa-sync-alt"></i>完整热更新系统</h3>
                
                <div class="architecture-diagram">
                    <h4>热更新架构</h4>
                    <img src="hotreload_system.png" alt="热更新系统图" style="max-width: 100%; height: auto;"/>
                </div>

                <div class="code-block" data-lang="cpp">
class ShaderHotReloader {
public:
    // 监控着色器文件变化
    void WatchShader(const std::string&amp; path);
    void WatchDirectory(const std::string&amp; directory);
    
    // 编译和重载
    bool CompileShader(const std::string&amp; path);
    void ReloadModifiedShaders();
    
    // 错误处理
    void SetErrorCallback(std::function<void(const std::string&)=""> callback);
    
    // 编译缓存
    void EnableCompilationCache(bool enable);
    void ClearCache();
};</void(const></div>

                <h3><i class="fas fa-chart-line"></i>支持的更新类型</h3>
                <table class="data-table">
                    <thead>
                        <tr>
                            <th>更新类型</th>
                            <th>支持程度</th>
                            <th>处理时间</th>
                            <th>状态保持</th>
                        </tr>
                    </thead>
                    <tbody>
                        <tr>
                            <td>着色器源码修改</td>
                            <td>完全支持</td>
                            <td>&lt; 100ms</td>
                            <td>是</td>
                        </tr>
                        <tr>
                            <td>RenderPass逻辑修改</td>
                            <td>完全支持</td>
                            <td>&lt; 200ms</td>
                            <td>是</td>
                        </tr>
                        <tr>
                            <td>插件DLL替换</td>
                            <td>完全支持</td>
                            <td>&lt; 500ms</td>
                            <td>部分</td>
                        </tr>
                        <tr>
                            <td>材质参数调整</td>
                            <td>完全支持</td>
                            <td>&lt; 50ms</td>
                            <td>是</td>
                        </tr>
                        <tr>
                            <td>场景结构变化</td>
                            <td>完全支持</td>
                            <td>&lt; 1s</td>
                            <td>部分</td>
                        </tr>
                    </tbody>
                </table>
            </section>

            <!-- API设计 -->
            <section id="api-design" class="section">
                <h2><i class="fas fa-code"></i>API抽象设计</h2>

                <h3><i class="fas fa-layer-group"></i>抽象层次</h3>
                <div class="feature-grid">
                    <div class="feature-card">
                        <h4>高层抽象</h4>
                        <p>资源管理、状态跟踪、同步、自动内存管理</p>
                    </div>
                    <div class="feature-card">
                        <h4>中层次</h4>
                        <p>渲染pass框架、着色器系统、场景管理</p>
                    </div>
                    <div class="feature-card">
                        <h4>低层访问</h4>
                        <p>直接API调用、扩展功能、硬件特性</p>
                    </div>
                </div>

                <h3><i class="fas fa-code"></i>GraphicsAPI接口</h3>
                <div class="code-block" data-lang="cpp">
class GraphicsAPI {
public:
    virtual ~GraphicsAPI() = default;
    
    // 设备管理
    virtual bool Initialize(const GraphicsSettings&amp; settings) = 0;
    virtual void Shutdown() = 0;
    
    // 资源创建
    virtual Texture* CreateTexture(const TextureDesc&amp; desc) = 0;
    virtual Buffer* CreateBuffer(const BufferDesc&amp; desc) = 0;
    virtual Shader* CreateShader(const ShaderDesc&amp; desc) = 0;
    
    // 命令列表
    virtual CommandList* CreateCommandList() = 0;
    virtual void ExecuteCommandLists(std::vector<commandlist*> lists) = 0;
    
    // 同步
    virtual void Present() = 0;
    virtual void WaitForGPU() = 0;
    
    // 特性检测
    virtual bool SupportsFeature(GraphicsFeature feature) const = 0;
    virtual GraphicsCapabilities GetCapabilities() const = 0;
};</commandlist*></div>

                <h3><i class="fas fa-rocket"></i>扩展功能支持</h3>
                <div class="code-block" data-lang="cpp">
// 工作图支持
class WorkGraphPass : public RenderPass {
public:
    void EnableWorkGraphs() { mUseWorkGraphs = true; }
    
private:
    // DX12特定实现
    void SetupWorkGraphDX12();
    
    bool mUseWorkGraphs = false;
};

// Mesh Shader支持
class MeshShaderPass : public RenderPass {
public:
    void EnableMeshShaders() { mUseMeshShaders = true; }
    
private:
    void SetupMeshPipeline();
    
    bool mUseMeshShaders = false;
};</div>

                <h3><i class="fas fa-balance-scale"></i>平衡策略</h3>
                <ul class="feature-list">
                    <li><strong>默认高层次:</strong> 提供完整的渲染解决方案</li>
                    <li><strong>可选中层次:</strong> 支持自定义渲染逻辑</li>
                    <li><strong>保留低层次:</strong> 支持前沿图形特性</li>
                    <li><strong>渐进式暴露:</strong> 根据需求逐步使用底层功能</li>
                </ul>
            </section>

            <!-- Look Dev环境 -->
            <section id="lookdev" class="section">
                <h2><i class="fas fa-chart-bar"></i>Look Dev环境</h2>

                <h3><i class="fas fa-desktop"></i>LookDevRenderer</h3>
                <div class="code-block" data-lang="cpp">
class LookDevRenderer {
public:
    struct ViewConfig {
        Camera camera;
        RenderMode mode;
        bool enablePostProcessing;
        bool enablePathTracing;
        float exposure;
        float gamma;
    };
    
    // 初始化
    void Initialize(uint32_t width, uint32_t height);
    
    // 渲染多个视图
    void RenderMultipleViews(const std::vector<viewconfig>&amp; views);
    
    // 并排比较
    void RenderSideBySide(const ViewConfig&amp; view1, const ViewConfig&amp; view2);
    
    // A/B比较模式
    void EnableABComparison(const ViewConfig&amp; a, const ViewConfig&amp; b);
    
    // 分析工具
    void RenderPixelInspector(int x, int y);
    void RenderHistogram(const Texture* texture);
    void RenderWaveform(const Texture* texture);
};</viewconfig></div>

                <h3><i class="fas fa-search"></i>分析工具</h3>
                <div class="code-block" data-lang="cpp">
class PixelInspector {
public:
    struct PixelInfo {
        float3 worldPos;
        float3 normal;
        float3 albedo;
        float3 emission;
        float depth;
        uint materialId;
    };
    
    PixelInfo InspectPixel(int x, int y);
    void RenderOverlay();
};

class HistogramAnalyzer {
public:
    void AnalyzeTexture(const Texture* texture);
    void RenderHistogram();
    void RenderWaveform();
};</div>

                <h3><i class="fas fa-eye"></i>主要功能</h3>
                <table class="data-table">
                    <thead>
                        <tr>
                            <th>功能</th>
                            <th>描述</th>
                            <th>用途</th>
                        </tr>
                    </thead>
                    <tbody>
                        <tr>
                            <td>多视图并排渲染</td>
                            <td>同时渲染多个相机视角</td>
                            <td>多角度分析</td>
                        </tr>
                        <tr>
                            <td>A/B比较模式</td>
                            <td>并排比较两种渲染设置</td>
                            <td>参数调优</td>
                        </tr>
                        <tr>
                            <td>像素级分析工具</td>
                            <td>检查单个像素的详细信息</td>
                            <td>调试和问题排查</td>
                        </tr>
                        <tr>
                            <td>实时直方图</td>
                            <td>显示图像亮度分布</td>
                            <td>曝光控制</td>
                        </tr>
                        <tr>
                            <td>波形分析</td>
                            <td>显示色彩空间分布</td>
                            <td>色彩校正</td>
                        </tr>
                        <tr>
                            <td>路径追踪对比</td>
                            <td>实时路径追踪参考</td>
                            <td>质量基准</td>
                        </tr>
                    </tbody>
                </table>
            </section>

            <!-- 实现策略 -->
            <section id="implementation" class="section">
                <h2><i class="fas fa-cogs"></i>实现策略</h2>

                <h3><i class="fas fa-list-ol"></i>开发阶段</h3>
                <div class="highlight-box">
                    <p><strong>第一阶段 - 核心框架 (2-3个月)</strong></p>
                    <ul class="feature-list">
                        <li>基础RenderGraph系统</li>
                        <li>DX12 API抽象层</li>
                        <li>基本资源管理</li>
                        <li>简单渲染pass实现</li>
                    </ul>
                </div>

                <div class="highlight-box">
                    <p><strong>第二阶段 - 高级功能 (2-3个月)</strong></p>
                    <ul class="feature-list">
                        <li>智能着色器绑定系统</li>
                        <li>热更新机制</li>
                        <li>路径追踪集成</li>
                        <li>基础Look Dev工具</li>
                    </ul>
                </div>

                <div class="highlight-box">
                    <p><strong>第三阶段 - 完善优化 (2-3个月)</strong></p>
                    <ul class="feature-list">
                        <li>完整Look Dev环境</li>
                        <li>性能优化</li>
                        <li>Vulkan支持</li>
                        <li>扩展功能集成</li>
                    </ul>
                </div>

                <h3><i class="fas fa-tools"></i>开发工具链</h3>
                <table class="data-table">
                    <thead>
                        <tr>
                            <th>工具</th>
                            <th>用途</th>
                            <th>特性</th>
                        </tr>
                    </thead>
                    <tbody>
                        <tr>
                            <td>Shader编译系统</td>
                            <td>着色器编译和管理</td>
                            <td>HLSL/GLSL/SPIR-V, 实时错误检查</td>
                        </tr>
                        <tr>
                            <td>材质编辑器</td>
                            <td>材质创建和编辑</td>
                            <td>节点式编辑, 实时预览</td>
                        </tr>
                        <tr>
                            <td>场景转换工具</td>
                            <td>模型和场景导入</td>
                            <td>多格式支持, 自动优化</td>
                        </tr>
                        <tr>
                            <td>性能分析器</td>
                            <td>性能监控和优化</td>
                            <td>GPU/CPU分析, 内存跟踪</td>
                        </tr>
                    </tbody>
                </table>

                <h3><i class="fas fa-chart-line"></i>性能优化</h3>
                <div class="feature-grid">
                    <div class="feature-card">
                        <h4>渲染优化</h4>
                        <p>自动批处理、智能资源屏障、GPU驱动剔除、异步计算利用</p>
                    </div>
                    <div class="feature-card">
                        <h4>内存优化</h4>
                        <p>资源别名重用、内存池管理、垃圾回收、使用分析</p>
                    </div>
                    <div class="feature-card">
                        <h4>多线程优化</h4>
                        <p>任务并行化、工作窃取调度、无锁数据结构、CPU-GPU并行</p>
                    </div>
                </div>

                <h3><i class="fas fa-rocket"></i>扩展性设计</h3>
                <ul class="feature-list">
                    <li><strong>插件系统:</strong> 渲染pass、导入导出、分析工具、UI插件</li>
                    <li><strong>脚本支持:</strong> Python绑定、Lua集成、脚本化渲染图</li>
                    <li><strong>网络功能:</strong> 远程渲染、协作编辑、云端资源管理</li>
                </ul>
            </section>

            <!-- 总结 -->
            <section id="conclusion" class="section">
                <h2><i class="fas fa-flag-checkered"></i>总结</h2>

                <div class="highlight-box">
                    <p><strong>设计理念：</strong>创建一个功能完整、易于使用且高度可扩展的快速原型渲染器，它将大大加速渲染、动画和物理模拟的研究和开发过程。</p>
                </div>

                <div class="feature-grid">
                    <div class="feature-card">
                        <h4>模块化架构</h4>
                        <p>支持逐步开发和功能扩展，可根据具体需求进行定制和优化</p>
                    </div>
                    <div class="feature-card">
                        <h4>现代技术栈</h4>
                        <p>结合最新的图形API特性和最佳实践，支持前沿渲染技术</p>
                    </div>
                    <div class="feature-card">
                        <h4>专业工具链</h4>
                        <p>完整的开发和调试工具，提供专业级的开发体验</p>
                    </div>
                </div>

                <h3><i class="fas fa-lightbulb"></i>预期成果</h3>
                <ul class="feature-list">
                    <li>完整的快速原型渲染框架</li>
                    <li>直观的开发体验和强大的功能支持</li>
                    <li>加速渲染、动画和物理模拟的研究</li>
                    <li>为图形学研究提供现代化的工具平台</li>
                    <li>支持前沿图形技术的快速验证和实现</li>
                </ul>

                <div class="architecture-diagram">
                    <h4>未来发展方向</h4>
                    <div class="component-box">
                        <h4>机器学习集成</h4>
                        <p>AI驱动的渲染优化</p>
                    </div>
                    <div class="component-box">
                        <h4>云渲染支持</h4>
                        <p>分布式渲染和协作</p>
                    </div>
                    <div class="component-box">
                        <h4>实时光追</h4>
                        <p>完整的光线追踪管线</p>
                    </div>
                    <div class="component-box">
                        <h4>VR/AR支持</h4>
                        <p>沉浸式渲染体验</p>
                    </div>
                </div>
            </section>
        </div>
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        <div class="container">
            <p>© 2024 快速原型渲染器设计方案 | 现代图形渲染框架设计</p>
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